> > Thank you for looking. I spent about half hour looking at it before I posted and> > didn't see anything. But then again, I haven't wrote code in 15 years so I figured> I> > would ask around and see if I missed something. > > > > Thanks again. > > > > [Edit] This has been resolved thanks to Mr.Do! Thank you guys for the help...> > Oh, I'm an idiot.> > Missed line 120 here:> https://github.com/mamedev/mame/blob/master/src/mame/machine/asteroid.cpp#L120> > Duke just clarified it a little more:> https://github.com/mamedev/mame/commit/a...5b35188f34c3ccb> WRITE_LINE_MEMBER(asteroid_state::start1_led_w)> {> output().set_led_value(0, state ? 0 : 1);> }> > WRITE_LINE_MEMBER(asteroid_state::start2_led_w)> {> output().set_led_value(1, state ? 0 : 1);> }> > - Stiletto

So... things changed in 0.195... want to verify if these changes are correct or not:

1) Prior to 0.194 led0 was Player1 start and led1 was Player2 start... these have now switched in 0.195. (Insert a single coin, and the Player2 LED starts flashing). Assuming for clarity sake, they should be switched back to the way they were?

2) Prior to 0.194, when you insert a second credit, each start button would flash alternately. In 0.195, both start buttons flash at the same time. I don't know which one is correct, compared to a real machine... I just know it changed.

And... only Asteroids changed... Asteroids Deluxe works the same in 0.195 as it did in 0.194.

If you need a file to test with, you can grab the artwork SteelTiger recently completed below (just make two copies of the file; rename one to asteroid, the other to astdelux.)